コード例 #1
0
ファイル: lldrawpooltree.cpp プロジェクト: AGoodPerson/Ascent
void LLDrawPoolTree::renderForSelect()
{
	if (mDrawFace.empty())
	{
		return;
	}

	LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);

	LLGLSObjectSelectAlpha gls_alpha;
	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

	gGL.setSceneBlendType(LLRender::BT_REPLACE);
	gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);

	gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
	gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA);

	if (gSavedSettings.getBOOL("RenderAnimateTrees"))
	{
		renderTree(TRUE);
	}
	else
	{
		gGL.getTexUnit(sDiffTex)->bind(mTexturep);
				
		for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
			 iter != mDrawFace.end(); iter++)
		{
			LLFace *face = *iter;
			LLDrawable *drawablep = face->getDrawable();

			if (drawablep->isDead() || face->mVertexBuffer.isNull())
			{
				continue;
			}

			// Render each of the trees
			LLVOTree *treep = (LLVOTree *)drawablep->getVObj().get();

			LLColor4U color(255,255,255,255);

			if (treep->mGLName != 0)
			{
				S32 name = treep->mGLName;
				color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255);
				
				LLFacePool::LLOverrideFaceColor col(this, color);
				
				face->mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
				face->mVertexBuffer->drawRange(LLRender::TRIANGLES, 0, face->mVertexBuffer->getRequestedVerts()-1, face->mVertexBuffer->getRequestedIndices(), 0); 
				gPipeline.addTrianglesDrawn(face->mVertexBuffer->getRequestedIndices()/3);
			}
		}
	}
コード例 #2
0
void LLParticlePartition::addGeometryCount(LLSpatialGroup* group, U32& vertex_count, U32& index_count)
{
	group->mBufferUsage = mBufferUsage;

	mFaceList.clear();

	LLViewerCamera* camera = LLViewerCamera::getInstance();
	for (LLSpatialGroup::element_iter i = group->getData().begin(); i != group->getData().end(); ++i)
	{
		LLDrawable* drawablep = *i;
		
		if (drawablep->isDead())
		{
			continue;
		}

		LLAlphaObject* obj = (LLAlphaObject*) drawablep->getVObj().get();
		obj->mDepth = 0.f;
		
		if (drawablep->isAnimating())
		{
			group->mBufferUsage = GL_STREAM_DRAW_ARB;
		}

		U32 count = 0;
		for (S32 j = 0; j < drawablep->getNumFaces(); ++j)
		{
			drawablep->updateFaceSize(j);

			LLFace* facep = drawablep->getFace(j);
			if ( !facep || !facep->hasGeometry())
			{
				continue;
			}
			
			count++;
			facep->mDistance = (facep->mCenterLocal - camera->getOrigin()) * camera->getAtAxis();
			obj->mDepth += facep->mDistance;
			
			mFaceList.push_back(facep);
			vertex_count += facep->getGeomCount();
			index_count += facep->getIndicesCount();
			llassert(facep->getIndicesCount() < 65536);
		}
		
		obj->mDepth /= count;
	}
}
コード例 #3
0
void LLDrawPoolTree::renderTree(BOOL selecting)
{
	LLGLState normalize(GL_NORMALIZE, TRUE);
	
	// Bind the texture for this tree.
	gGL.getTexUnit(sDiffTex)->bind(mTexturep.get(), TRUE);
		
	U32 indices_drawn = 0;

	glMatrixMode(GL_MODELVIEW);
	
	for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
		 iter != mDrawFace.end(); iter++)
	{
		LLFace *face = *iter;
		LLDrawable *drawablep = face->getDrawable();

		if (drawablep->isDead() || !face->getVertexBuffer())
		{
			continue;
		}

		face->getVertexBuffer()->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
		U16* indicesp = (U16*) face->getVertexBuffer()->getIndicesPointer();

		// Render each of the trees
		LLVOTree *treep = (LLVOTree *)drawablep->getVObj().get();

		LLColor4U color(255,255,255,255);

		if (!selecting || treep->mGLName != 0)
		{
			if (selecting)
			{
				S32 name = treep->mGLName;
				
				color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255);
			}
			
			gGLLastMatrix = NULL;
			glLoadMatrixd(gGLModelView);
			//glPushMatrix();
			F32 mat[16];
			for (U32 i = 0; i < 16; i++)
				mat[i] = (F32) gGLModelView[i];

			LLMatrix4 matrix(mat);
			
			// Translate to tree base  HACK - adjustment in Z plants tree underground
			const LLVector3 &pos_agent = treep->getPositionAgent();
			//glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
			LLMatrix4 trans_mat;
			trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
			trans_mat *= matrix;
			
			// Rotate to tree position and bend for current trunk/wind
			// Note that trunk stiffness controls the amount of bend at the trunk as 
			// opposed to the crown of the tree
			// 
			const F32 TRUNK_STIFF = 22.f;
			
			LLQuaternion rot = 
				LLQuaternion(treep->mTrunkBend.magVec()*TRUNK_STIFF*DEG_TO_RAD, LLVector4(treep->mTrunkBend.mV[VX], treep->mTrunkBend.mV[VY], 0)) *
				LLQuaternion(90.f*DEG_TO_RAD, LLVector4(0,0,1)) *
				treep->getRotation();

			LLMatrix4 rot_mat(rot);
			rot_mat *= trans_mat;

			F32 radius = treep->getScale().magVec()*0.05f;
			LLMatrix4 scale_mat;
			scale_mat.mMatrix[0][0] = 
				scale_mat.mMatrix[1][1] =
				scale_mat.mMatrix[2][2] = radius;

			scale_mat *= rot_mat;

			const F32 THRESH_ANGLE_FOR_BILLBOARD = 15.f;
			const F32 BLEND_RANGE_FOR_BILLBOARD = 3.f;

			F32 droop = treep->mDroop + 25.f*(1.f - treep->mTrunkBend.magVec());
			
			S32 stop_depth = 0;
			F32 app_angle = treep->getAppAngle()*LLVOTree::sTreeFactor;
			F32 alpha = 1.0;
			S32 trunk_LOD = LLVOTree::sMAX_NUM_TREE_LOD_LEVELS;

			for (S32 j = 0; j < 4; j++)
			{

				if (app_angle > LLVOTree::sLODAngles[j])
				{
					trunk_LOD = j;
					break;
				}
			} 
			if(trunk_LOD >= LLVOTree::sMAX_NUM_TREE_LOD_LEVELS)
			{
				continue ; //do not render.
			}

			if (app_angle < (THRESH_ANGLE_FOR_BILLBOARD - BLEND_RANGE_FOR_BILLBOARD))
			{
				//
				//  Draw only the billboard 
				//
				//  Only the billboard, can use closer to normal alpha func.
				stop_depth = -1;
				LLFacePool::LLOverrideFaceColor clr(this, color); 
				indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
			}
			else // if (app_angle > (THRESH_ANGLE_FOR_BILLBOARD + BLEND_RANGE_FOR_BILLBOARD))
			{
				//
				//  Draw only the full geometry tree
				//
				//stop_depth = (app_angle < THRESH_ANGLE_FOR_RECURSION_REDUCTION);
				LLFacePool::LLOverrideFaceColor clr(this, color); 
				indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
			}
			
			//glPopMatrix();
		}
	}
}
コード例 #4
0
ファイル: lldrawpooltree.cpp プロジェクト: xinyaojiejie/Dale
void LLDrawPoolTree::renderTree(BOOL selecting)
{
	LLGLState normalize(GL_NORMALIZE, TRUE);
	
	// Bind the texture for this tree.
	LLViewerImage::bindTexture(mTexturep,sDiffTex);
	if (mTexturep)
	{
		if (mTexturep->getClampS()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		}
		if (mTexturep->getClampT()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		}
	}

	U32 indices_drawn = 0;

	glMatrixMode(GL_MODELVIEW);
	
	for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
		 iter != mDrawFace.end(); iter++)
	{
		LLFace *face = *iter;
		LLDrawable *drawablep = face->getDrawable();

		if (drawablep->isDead() || face->mVertexBuffer.isNull())
		{
			continue;
		}

		face->mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
		U32* indicesp = (U32*) face->mVertexBuffer->getIndicesPointer();

		// Render each of the trees
		LLVOTree *treep = (LLVOTree *)drawablep->getVObj();

		LLColor4U color(255,255,255,255);

		if (!selecting || treep->mGLName != 0)
		{
			if (selecting)
			{
				S32 name = treep->mGLName;
				
				color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255);
			}
			
			glPushMatrix();
			
			// Translate to tree base  HACK - adjustment in Z plants tree underground
			const LLVector3 &pos_agent = treep->getPositionAgent();
			glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);

			// Rotate to tree position
			F32 angle_radians, x, y, z;
			treep->getRotation().getAngleAxis(&angle_radians, &x, &y, &z);
			glRotatef(angle_radians * RAD_TO_DEG, x, y, z);

			// Rotate and bend for current trunk/wind
			// Note that trunk stiffness controls the amount of bend at the trunk as 
			// opposed to the crown of the tree
			// 
			glRotatef(90.f, 0, 0, 1);
			const F32 TRUNK_STIFF = 22.f;
			glRotatef(treep->mTrunkBend.magVec()*TRUNK_STIFF, treep->mTrunkBend.mV[VX], treep->mTrunkBend.mV[VY], 0);

			F32 radius = treep->getScale().magVec()*0.5f;
			radius *= 0.1f;
			glScalef(radius, radius, radius);

			const F32 THRESH_ANGLE_FOR_BILLBOARD = 15.f;
			const F32 BLEND_RANGE_FOR_BILLBOARD = 3.f;

			F32 droop = treep->mDroop + 25.f*(1.f - treep->mTrunkBend.magVec());
			
			S32 stop_depth = 0;
			F32 app_angle = treep->getAppAngle()*LLVOTree::sTreeFactor;
			F32 alpha = 1.0;
			S32 trunk_LOD = 0;

			for (S32 j = 0; j < 4; j++)
			{

				if (app_angle > LLVOTree::sLODAngles[j])
				{
					trunk_LOD = j;
					break;
				}
			} 

			if (app_angle < (THRESH_ANGLE_FOR_BILLBOARD - BLEND_RANGE_FOR_BILLBOARD))
			{
				//
				//  Draw only the billboard 
				//
				//  Only the billboard, can use closer to normal alpha func.
				stop_depth = -1;
				LLFacePool::LLOverrideFaceColor clr(this, color); 
				indices_drawn += treep->drawBranchPipeline(indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
			}
			else // if (app_angle > (THRESH_ANGLE_FOR_BILLBOARD + BLEND_RANGE_FOR_BILLBOARD))
			{
				//
				//  Draw only the full geometry tree
				//
				//stop_depth = (app_angle < THRESH_ANGLE_FOR_RECURSION_REDUCTION);
				LLFacePool::LLOverrideFaceColor clr(this, color); 
				indices_drawn += treep->drawBranchPipeline(indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
			}
			
			glPopMatrix();
		}
	}

	if (mTexturep)
	{
		if (mTexturep->getClampS()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		}
		if (mTexturep->getClampT()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		}
	}

	addIndicesDrawn(indices_drawn);
}